Difference between revisions of "Gb.h"
m (A couple of errors fixed) |
(Added a couple of functions.) |
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<code>set_sprite_tile(UINT8 nb, UINT8 tile)</code> displays tile number <code>tile</code> of sprite number <code>nb</code>. | <code>set_sprite_tile(UINT8 nb, UINT8 tile)</code> displays tile number <code>tile</code> of sprite number <code>nb</code>. | ||
| − | <code>move_sprite( UINT8 nb, UINT8 x, UINT8 y)</code> moves sprite number <code>nb</code> to position <code>x</code>, <code>y</code> on the screen. | + | <code>set_sprite_prop(UINT8 nb, UINT8 prop)</code> sets various properties of the tile, like where the sprite is drawn relative to other layers and which way it is facing. |
| + | |||
| + | <code>move_sprite( UINT8 nb, UINT8 x, UINT8 y)</code> moves sprite number <code>nb</code> to position <code>x</code>, <code>y</code> on the screen. Note: Everything before 8, 16 is invisible. | ||
| + | |||
| + | <code>scroll_sprite(INT8 nb, INT8 x, INT8 y)</code> takes sprite number <code>nb</code> and moves it relative to where it is. | ||
<code>SHOW_SPRITES;</code> turns on the sprite layer. | <code>SHOW_SPRITES;</code> turns on the sprite layer. | ||
Revision as of 09:24, 3 June 2016
gb/gb.h handles basic inputs and drawing background and sprites to the screen.
Important definitions:
J_START, J_SELECT, J_B, J_A, J_DOWN, J_UP, J_LEFT, and J_RIGHT are keyed to these specific hardware inputs, and can be checked with the joypad() function.
Important functions:
delay(UINT16 d) waits for the specified number of milliseconds.
joypad(void) checks the input buttons of the Game Boy and returns the state of each button.
set_sprite_data(UINT8 first_tile, UINT8 nb_tiles, unsigned char *data) feeds a tile as described in array data into sprite data, starting at first_tile and writing for nb_tiles number of tiles.
set_sprite_tile(UINT8 nb, UINT8 tile) displays tile number tile of sprite number nb.
set_sprite_prop(UINT8 nb, UINT8 prop) sets various properties of the tile, like where the sprite is drawn relative to other layers and which way it is facing.
move_sprite( UINT8 nb, UINT8 x, UINT8 y) moves sprite number nb to position x, y on the screen. Note: Everything before 8, 16 is invisible.
scroll_sprite(INT8 nb, INT8 x, INT8 y) takes sprite number nb and moves it relative to where it is.
SHOW_SPRITES; turns on the sprite layer.
Example:
#include <gb/gb.h> //include the main GBDK library header
//This example successfully compiles under GBDK version 2.96a
//and draws a rudimentary check mark when the start button is pressed.
unsigned char Check[] = //A simple sprite to load, made in GBTD
{
0x00,0x00,0x01,0x01,0x02,0x02,0x44,0x44,
0x28,0x28,0x10,0x10,0x00,0x00,0x00,0x00
};
int main(){ //the main and required function
while(1){ //loop forever
if(joypad() & J_START){ //If joypad() indicates that Start is pressed...
set_sprite_data(0, 1, Check); //Turn the array into sprite number 0
set_sprite_tile(0, 0); //Draw tile 0 of sprite number 0 to the screen
move_sprite(0, 80, 80); //Move sprite number 0 to the middle of the screen
SHOW_SPRITES; //Turn on the sprite layer
}
}
} //end of main function